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Sandbox/StardustSoldier | Sandbox/StardustSoldierIII

----

Note the general Spike & Drop pages first, then the specific game YMMV pages. Get all these down for reference before you start doing any rewrites. Do the rewrites on the third sandbox page.

SequelDifficultySpike:
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioBrosTheLostLevels'' is this to the [[VideoGame/SuperMarioBros1 first game]]. The first game isn't necessarily easy, but ''Lost Levels'' was meant for players who mastered the original game, and it shows in many ways: A PoisonMushroom that damages Mario and Luigi (potentially killing them if they're in their small forms), wind currents that make jump timing more difficult, Hammer Bros that can actively walk towards the player, red Piranha Plants that pop out of the pipes even if the player is standing over them, regressive Warp Zones, and an overall devious level design. Also, to unlock the first secret world, it's necessary to clear all regular levels (which means no warping), and for the other secret worlds it's necessary to beat the game ''eight times'' (though warping '''is''' allowed in this case). Note that the SNES ''All-Stars'' version of ''Lost Levels'' lets you save after every level; whereas in the original version for the Famicom Disk System, you can only continue from the start of each world; the remake also gives access to the lettered bonus worlds after the first completion.
** ''VideoGame/SuperMarioSunshine'': Many fans consider this game to be a harder game than ''VideoGame/SuperMario64'', or even the hardest post-NES ''Mario'' platformer. Reasons for this include a big emphasis on precision platforming, the game being a lot more stingy with extra lives than most other ''Mario'' games, the controls for the FLUDD sometimes being rather finicky, and the boss battles generally tending to require good precise moves to avoid damage. It's also more difficult to achieve HundredPercentCompletion than its predecessor, due to many Blue Coins being well-hidden and requiring extensive exploration and observation.
** ''VideoGame/NewSuperMarioBrosWii'' was made to be harder than ''VideoGame/NewSuperMarioBros1'', particularly in the latter worlds, reaching a zenith with the post-finale bonus levels. This is the reason why the Super Guide was implemented.
** ''VideoGame/SuperMarioGalaxy2'' is harder than the original ''VideoGame/SuperMarioGalaxy''. The levels and bosses are more plentiful, the comet missions are more difficult, and to reach HundredPercentCompletion it won't be enough to get all 120 stars but also [[spoiler:the more devious 120 green stars]], as well as complete a BrutalBonusLevel at the very end.
** ''VideoGame/NewSuperMarioBrosU'' is hard the whole way through, to the point where there's really no WarmUpBoss. If you found Acorn Plains easy, you'd be surprised that Lemmy is nearly as complex as he was when he was fought later in the game for the past two games. The levels become challenging pretty soon after, and the bosses, while still being far easier than the levels, have also taken a step up in difficulty. Iggy and Roy [[ThatOneBoss stand out.]]
** ''VideoGame/NewSuperLuigiU'' kicks things up a notch as well. For starters, each level only has 100 seconds on the clock. To compensate this, one of the playable characters (Nabbit) is indestructible.
** ''VideoGame/SuperMarioWorld2YoshisIsland'', itself being more difficult to beat ''and'' complete than ''VideoGame/SuperMarioWorld'' (as it doesn't have a warp zone of any kind and the levels are much more maze-like), has a sequel for Nintendo DS that ramps up the difficulty considerably, more so in the last two worlds.

SequelDifficultyDrop:
* The ''Franchise/SuperMarioBros'' games do this a lot.
** ''VideoGame/SuperMarioBrosTheLostLevels'' is [[SequelDifficultySpike significantly more challenging]] than the [[VideoGame/SuperMarioBros1 first game]]. Afterwards, ''VideoGame/SuperMarioBros3'' brought the difficulty down (though it is still harder than the first game as well as ''VideoGame/SuperMarioBros2'').
** ''VideoGame/SuperMarioWorld'' is significantly easier than ''VideoGame/SuperMarioBros3'', by virtue of having more powerful power-ups (Yoshi and the cape) and the ability to save.
** Some of the levels in ''VideoGame/YoshisStory'' are fairly difficult, but in order to finish the game, you have to beat only one from each world, for a total of six. This is contrasted with the 48 levels that have to be finished in ''VideoGame/SuperMarioWorld2YoshisIsland''.
** After ''VideoGame/NewSuperMarioBrosWii'' shot up the difficulty from the [[VideoGame/NewSuperMarioBros1 original game]], ''VideoGame/NewSuperMarioBros2'' took it back down to about what it had been the first time.
** ''VideoGame/SuperMario3DLand'' is an easier and more straight-forward game than ''VideoGame/SuperMarioGalaxy2'' before it. While ''3D Land's'' bonus worlds do kick things up a considerable notch, it doesn't quite reach the heights of ''Galaxy 2's'' hardest missions.

Lost Levels:
* SequelDifficultyDrop:
** The ''[[VideoGame/SuperMarioAllStars All-Stars]]'' version makes slight adjustments to make this game much easier and bearable than its 8-bit counterpart. The game was included with a save feature, and the ability to continue from any stage you want, instead of at the beginning of every world to compensate for the insane difficulty. You also do not have to beat the game eight times to access Worlds A through D, you only need to beat it once. The levels themselves are still nearly as nasty as they've ever been, though, with the main differences here being the removal of some (though not all) invisible blocks that frequently caused unintentional player deaths, plus some added power-ups.
** As with the [[VideoGame/SuperMarioBros1 first game]], the ''All-Stars'' version adds an audio cue in the maze castles to indicate if you've taken the correct path.
* SequelDifficultySpike: ''The Lost Levels'' is regarded as the hardest ''Mario'' game in the franchise, and is often a contender for one of the hardest games ''of all time''. This is attributed to the game being under the impression that you've played and mastered the first ''Mario'' game. As such, ''The Lost Levels'' features more enemies to deal with at once, introduces new obstacles such as the poison mushrooms, and has overall more deceptive level designs that either require ''extremely'' precise jumps or just flat-out border on trial and error.

Mario 2:
* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros.'', in contrast to the Japanese ''Super Mario Bros. 2'' which is far harder than both. This also applies for later versions: ''All-Stars'' is a lot easier compared to the original version as you have infinite continues and can save, and ''Advance'' is even easier due to the numerous floating hearts, random large enemies that drop hearts when you throw them, and you can now save per level rather than starting from the beginning of a world. The levels themselves aren't any easier, though.

Mario World:
* SequelDifficultyDrop: The game is considerably easier than its predecessors, for several reasons:
## The ability to re-enter levels makes the supply of power-ups and extra lives unlimited. Furthermore, a previously-beaten level can be exited at any time, and the player is allowed to keep any powerups or lives they got.
## Both Yoshi and the cape are game-breakingly powerful compared to items in prior games.
## Spin-jumping allows Mario to safely bounce on many hazards, and can be performed at any time.
## The ability to store a reserve powerup means that the player is rarely stuck anywhere without a powerup.
## The Switch Palaces, when completed, neuter many of the hazards throughout the levels, turning the game into a de facto "easy mode". Furthermore, every single yellow and green Switch Palace block contains a mushroom and cape feather, respectively.
## Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.

Mario Land 2:
* SequelDifficultyDrop: One of the easiest ''Mario'' games out there, thanks to copious power-ups and extra lives, the game-breaking Bunny Ears allowing the player to fly over most hazards, the ability to exit a previously-beaten level at any time (and keep anything you acquired), the non-linear structure leaving the game without any real difficulty curve, and bottomless pits being less common than in most other games in the series.

Sunshine:
* SequelDifficultySpike: Many fans consider this to be not only a harder game than ''64'', but also the hardest main-series ''Mario'' game after the NES era. Reasons for this include an even greater emphasis on precision platforming than in its prequel, the game being a lot more stingy with extra lives than most other ''Mario'' games, the controls for the FLUDD sometimes being a little finicky, and the boss battles generally tending to be very fast-paced and requiring good reflexes to avoid picking up damage. Note however that this is only when discussing the core gameplay; if you're going for OneHundredPercentCompletion then other games in the series are more difficult in that regard, particularly ''[[VideoGame/SuperMarioGalaxy2 Galaxy 2]]'' (the hidden levels in which can be absolutely brutal at times) and ''[[VideoGame/SuperMarioOdyssey Odyssey]]'' (which has such a huge amount of content that clearing it all is very time-consuming).

Galaxy 1:
* SequelDifficultyDrop: This game is easier and more accessible than ''VideoGame/SuperMarioSunshine'', the console game preceding this.

Galaxy 2:
* SequelDifficultySpike: A lot of the concepts intended for the late game in ''VideoGame/SuperMarioGalaxy'' [[SavedForTheSequel ended up here instead]], with the effect of an overall bump in challenge compared to the first game.

New Mario Bros 2:
* SequelDifficultyDrop: Considerably easier than its Wii predecessor, thanks to a more simplistic level design, shorter length, abundance of lives and overpowered power-ups for Mario to collect.

New Mario Bros U:
* SequelDifficultySpike: People expecting the game to be as easy as [[VideoGame/NewSuperMarioBrosWii its predecessor]] are in for a rude awakening; the game is ''much'' less forgiving after the first world, and it only gets harder from there. Granted, you can still hoard lives and [[GameBreaker P-Acorns]] to combat this, but doing the platforming and puzzles the way they were intended will test your skills and patience, especially some of the Star Coin placements.

New Luigi U:
* SequelDifficultySpike: ''New Super Luigi U'' is to ''New Super Mario Bros. U'' what ''Lost Levels'' is to ''Super Mario Bros.'': that is to say, very difficult.

Mario World 2: Yoshi's Island
* SequelDifficultySpike: For a game designed after a baby's coloring book, ''Yoshi's Island'' is a much tougher game than ''Super Mario World''. There's no way to warp or skip levels, the stages are longer and more maze-like, stage hazards are more dangerous and the enemies are more aggressive. Thankfully [[MeaninglessLives there are plenty of ways to get extra lives.]]

Yoshi's Story
* SequelDifficultyDrop: Due to being a game aimed at young children, the game is significantly easier than its predecessor, ''VideoGame/SuperMarioWorld2YoshisIsland''. The level design is very simplistic, there are ripe opportunities to refill your health and become invincible, and all of the boss fights (particularly Cloud N Candy, [[ZeroEffortBoss who is next-to-impossible to lose to]]) are very easy. However, taking up the [[NintendoHard optional "Melon Quest" side challenge]] makes the game every bit as difficult, if not ''more'' difficult, as getting 100% completion on Yoshi's Island.

Yoshi's Island DS
* SequelDifficultySpike: This game is widely considered to be a much tougher game (unto even PlatformHell levels) than the original, with many dangerous traps that will execute you simply for the crime of not expecting them. The lack of an inventory system to fall back on also contributes to its severe difficulty.

Yoshi's New Island
* SequelDifficultyDrop: The game is much easier than the original and especially ''DS''. Indeed, some of the carryovers from the classic game have been ''simplified''. [[spoiler:Take the final boss fight, where the arena is much more forgiving, for starters, as you aren't threatened by bottomless pits]].

to:

Sandbox/StardustSoldier | Sandbox/StardustSoldierIII

----

Note the general Spike & Drop pages first, then the specific game YMMV pages. Get all these down
[Reserved for reference before you start doing any rewrites. Do the rewrites on the third sandbox page.

SequelDifficultySpike:
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioBrosTheLostLevels'' is this to the [[VideoGame/SuperMarioBros1 first game]]. The first game isn't necessarily easy, but ''Lost Levels'' was meant for players who mastered the original game, and it shows in many ways: A PoisonMushroom that damages Mario and Luigi (potentially killing them if they're in their small forms), wind currents that make jump timing more difficult, Hammer Bros that can actively walk towards the player, red Piranha Plants that pop out of the pipes even if the player is standing over them, regressive Warp Zones, and an overall devious level design. Also, to unlock the first secret world, it's necessary to clear all regular levels (which means no warping), and for the other secret worlds it's necessary to beat the game ''eight times'' (though warping '''is''' allowed in this case). Note that the SNES ''All-Stars'' version of ''Lost Levels'' lets you save after every level; whereas in the original version for the Famicom Disk System, you can only continue from the start of each world; the remake also gives access to the lettered bonus worlds after the first completion.
** ''VideoGame/SuperMarioSunshine'': Many fans consider this game to be a harder game than ''VideoGame/SuperMario64'', or even the hardest post-NES ''Mario'' platformer. Reasons for this include a big emphasis on precision platforming, the game being a lot more stingy with extra lives than most other ''Mario'' games, the controls for the FLUDD sometimes being rather finicky, and the boss battles generally tending to require good precise moves to avoid damage. It's also more difficult to achieve HundredPercentCompletion than its predecessor, due to many Blue Coins being well-hidden and requiring extensive exploration and observation.
** ''VideoGame/NewSuperMarioBrosWii'' was made to be harder than ''VideoGame/NewSuperMarioBros1'', particularly in the latter worlds, reaching a zenith with the post-finale bonus levels. This is the reason why the Super Guide was implemented.
** ''VideoGame/SuperMarioGalaxy2'' is harder than the original ''VideoGame/SuperMarioGalaxy''. The levels and bosses are more plentiful, the comet missions are more difficult, and to reach HundredPercentCompletion it won't be enough to get all 120 stars but also [[spoiler:the more devious 120 green stars]], as well as complete a BrutalBonusLevel at the very end.
** ''VideoGame/NewSuperMarioBrosU'' is hard the whole way through, to the point where there's really no WarmUpBoss. If you found Acorn Plains easy, you'd be surprised that Lemmy is nearly as complex as he was when he was fought later in the game for the past two games. The levels become challenging pretty soon after, and the bosses, while still being far easier than the levels, have also taken a step up in difficulty. Iggy and Roy [[ThatOneBoss stand out.]]
** ''VideoGame/NewSuperLuigiU'' kicks things up a notch as well. For starters, each level only has 100 seconds on the clock. To compensate this, one of the playable characters (Nabbit) is indestructible.
** ''VideoGame/SuperMarioWorld2YoshisIsland'', itself being more difficult to beat ''and'' complete than ''VideoGame/SuperMarioWorld'' (as it doesn't have a warp zone of any kind and the levels are much more maze-like), has a sequel for Nintendo DS that ramps up the difficulty considerably, more so in the last two worlds.

SequelDifficultyDrop:
* The ''Franchise/SuperMarioBros'' games do this a lot.
** ''VideoGame/SuperMarioBrosTheLostLevels'' is [[SequelDifficultySpike significantly more challenging]] than the [[VideoGame/SuperMarioBros1 first game]]. Afterwards, ''VideoGame/SuperMarioBros3'' brought the difficulty down (though it is still harder than the first game as well as ''VideoGame/SuperMarioBros2'').
** ''VideoGame/SuperMarioWorld'' is significantly easier than ''VideoGame/SuperMarioBros3'', by virtue of having more powerful power-ups (Yoshi and the cape) and the ability to save.
** Some of the levels in ''VideoGame/YoshisStory'' are fairly difficult, but in order to finish the game, you have to beat only one from each world, for a total of six. This is contrasted with the 48 levels that have to be finished in ''VideoGame/SuperMarioWorld2YoshisIsland''.
** After ''VideoGame/NewSuperMarioBrosWii'' shot up the difficulty from the [[VideoGame/NewSuperMarioBros1 original game]], ''VideoGame/NewSuperMarioBros2'' took it back down to about what it had been the first time.
** ''VideoGame/SuperMario3DLand'' is an easier and more straight-forward game than ''VideoGame/SuperMarioGalaxy2'' before it. While ''3D Land's'' bonus worlds do kick things up a considerable notch, it doesn't quite reach the heights of ''Galaxy 2's'' hardest missions.

Lost Levels:
* SequelDifficultyDrop:
** The ''[[VideoGame/SuperMarioAllStars All-Stars]]'' version makes slight adjustments to make this game much easier and bearable than its 8-bit counterpart. The game was included with a save feature, and the ability to continue from any stage you want, instead of at the beginning of every world to compensate for the insane difficulty. You also do not have to beat the game eight times to access Worlds A through D, you only need to beat it once. The levels themselves are still nearly as nasty as they've ever been, though, with the main differences here being the removal of some (though not all) invisible blocks that frequently caused unintentional player deaths, plus some added power-ups.
** As with the [[VideoGame/SuperMarioBros1 first game]], the ''All-Stars'' version adds an audio cue in the maze castles to indicate if you've taken the correct path.
* SequelDifficultySpike: ''The Lost Levels'' is regarded as the hardest ''Mario'' game in the franchise, and is often a contender for one of the hardest games ''of all time''. This is attributed to the game being under the impression that you've played and mastered the first ''Mario'' game. As such, ''The Lost Levels'' features more enemies to deal with at once, introduces new obstacles such as the poison mushrooms, and has overall more deceptive level designs that either require ''extremely'' precise jumps or just flat-out border on trial and error.

Mario 2:
* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros.'', in contrast to the Japanese ''Super Mario Bros. 2'' which is far harder than both. This also applies for later versions: ''All-Stars'' is a lot easier compared to the original version as you have infinite continues and can save, and ''Advance'' is even easier due to the numerous floating hearts, random large enemies that drop hearts when you throw them, and you can now save per level rather than starting from the beginning of a world. The levels themselves aren't any easier, though.

Mario World:
* SequelDifficultyDrop: The game is considerably easier than its predecessors, for several reasons:
## The ability to re-enter levels makes the supply of power-ups and extra lives unlimited. Furthermore, a previously-beaten level can be exited at any time, and the player is allowed to keep any powerups or lives they got.
## Both Yoshi and the cape are game-breakingly powerful compared to items in prior games.
## Spin-jumping allows Mario to safely bounce on many hazards, and can be performed at any time.
## The ability to store a reserve powerup means that the player is rarely stuck anywhere without a powerup.
## The Switch Palaces, when completed, neuter many of the hazards throughout the levels, turning the game into a de facto "easy mode". Furthermore, every single yellow and green Switch Palace block contains a mushroom and cape feather, respectively.
## Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.

Mario Land 2:
* SequelDifficultyDrop: One of the easiest ''Mario'' games out there, thanks to copious power-ups and extra lives, the game-breaking Bunny Ears allowing the player to fly over most hazards, the ability to exit a previously-beaten level at any time (and keep anything you acquired), the non-linear structure leaving the game without any real difficulty curve, and bottomless pits being less common than in most other games in the series.

Sunshine:
* SequelDifficultySpike: Many fans consider this to be not only a harder game than ''64'', but also the hardest main-series ''Mario'' game after the NES era. Reasons for this include an even greater emphasis on precision platforming than in its prequel, the game being a lot more stingy with extra lives than most other ''Mario'' games, the controls for the FLUDD sometimes being a little finicky, and the boss battles generally tending to be very fast-paced and requiring good reflexes to avoid picking up damage. Note however that this is only when discussing the core gameplay; if you're going for OneHundredPercentCompletion then other games in the series are more difficult in that regard, particularly ''[[VideoGame/SuperMarioGalaxy2 Galaxy 2]]'' (the hidden levels in which can be absolutely brutal at times) and ''[[VideoGame/SuperMarioOdyssey Odyssey]]'' (which has such a huge amount of content that clearing it all is very time-consuming).

Galaxy 1:
* SequelDifficultyDrop: This game is easier and more accessible than ''VideoGame/SuperMarioSunshine'', the console game preceding this.

Galaxy 2:
* SequelDifficultySpike: A lot of the concepts intended for the late game in ''VideoGame/SuperMarioGalaxy'' [[SavedForTheSequel ended up here instead]], with the effect of an overall bump in challenge compared to the first game.

New Mario Bros 2:
* SequelDifficultyDrop: Considerably easier than its Wii predecessor, thanks to a more simplistic level design, shorter length, abundance of lives and overpowered power-ups for Mario to collect.

New Mario Bros U:
* SequelDifficultySpike: People expecting the game to be as easy as [[VideoGame/NewSuperMarioBrosWii its predecessor]] are in for a rude awakening; the game is ''much'' less forgiving after the first world, and it only gets harder from there. Granted, you can still hoard lives and [[GameBreaker P-Acorns]] to combat this, but doing the platforming and puzzles the way they were intended will test your skills and patience, especially some of the Star Coin placements.

New Luigi U:
* SequelDifficultySpike: ''New Super Luigi U'' is to ''New Super Mario Bros. U'' what ''Lost Levels'' is to ''Super Mario Bros.'': that is to say, very difficult.

Mario World 2: Yoshi's Island
* SequelDifficultySpike: For a game designed after a baby's coloring book, ''Yoshi's Island'' is a much tougher game than ''Super Mario World''. There's no way to warp or skip levels, the stages are longer and more maze-like, stage hazards are more dangerous and the enemies are more aggressive. Thankfully [[MeaninglessLives there are plenty of ways to get extra lives.]]

Yoshi's Story
* SequelDifficultyDrop: Due to being a game aimed at young children, the game is significantly easier than its predecessor, ''VideoGame/SuperMarioWorld2YoshisIsland''. The level design is very simplistic, there are ripe opportunities to refill your health and become invincible, and all of the boss fights (particularly Cloud N Candy, [[ZeroEffortBoss who is next-to-impossible to lose to]]) are very easy. However, taking up the [[NintendoHard optional "Melon Quest" side challenge]] makes the game every bit as difficult, if not ''more'' difficult, as getting 100% completion on Yoshi's Island.

Yoshi's Island DS
* SequelDifficultySpike: This game is widely considered to be a much tougher game (unto even PlatformHell levels) than the original, with many dangerous traps that will execute you simply for the crime of not expecting them. The lack of an inventory system to fall back on also contributes to its severe difficulty.

Yoshi's New Island
* SequelDifficultyDrop: The game is much easier than the original and especially ''DS''. Indeed, some of the carryovers from the classic game have been ''simplified''. [[spoiler:Take the final boss fight, where the arena is much more forgiving, for starters, as you aren't threatened by bottomless pits]].
future use.]
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Note the general Spike & Drop pages first, then the specific game YMMV pages. Get all these down for reference before you start doing any rewrites.

to:

Note the general Spike & Drop pages first, then the specific game YMMV pages. Get all these down for reference before you start doing any rewrites.
rewrites. Do the rewrites on the third sandbox page.
Is there an issue? Send a MessageReason:
None


* SequelDifficultySpike: ''New Super Luigi U'' is to ''New Super Mario Bros. U'' what ''Lost Levels'' is to ''Super Mario Bros.'': that is to say, very difficult.

to:

* SequelDifficultySpike: ''New Super Luigi U'' is to ''New Super Mario Bros. U'' what ''Lost Levels'' is to ''Super Mario Bros.'': that is to say, very difficult.difficult.

Mario World 2: Yoshi's Island
* SequelDifficultySpike: For a game designed after a baby's coloring book, ''Yoshi's Island'' is a much tougher game than ''Super Mario World''. There's no way to warp or skip levels, the stages are longer and more maze-like, stage hazards are more dangerous and the enemies are more aggressive. Thankfully [[MeaninglessLives there are plenty of ways to get extra lives.]]

Yoshi's Story
* SequelDifficultyDrop: Due to being a game aimed at young children, the game is significantly easier than its predecessor, ''VideoGame/SuperMarioWorld2YoshisIsland''. The level design is very simplistic, there are ripe opportunities to refill your health and become invincible, and all of the boss fights (particularly Cloud N Candy, [[ZeroEffortBoss who is next-to-impossible to lose to]]) are very easy. However, taking up the [[NintendoHard optional "Melon Quest" side challenge]] makes the game every bit as difficult, if not ''more'' difficult, as getting 100% completion on Yoshi's Island.

Yoshi's Island DS
* SequelDifficultySpike: This game is widely considered to be a much tougher game (unto even PlatformHell levels) than the original, with many dangerous traps that will execute you simply for the crime of not expecting them. The lack of an inventory system to fall back on also contributes to its severe difficulty.

Yoshi's New Island
* SequelDifficultyDrop: The game is much easier than the original and especially ''DS''. Indeed, some of the carryovers from the classic game have been ''simplified''. [[spoiler:Take the final boss fight, where the arena is much more forgiving, for starters, as you aren't threatened by bottomless pits]].
Is there an issue? Send a MessageReason:
None


## Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.

to:

## Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.meaningless.

Mario Land 2:
* SequelDifficultyDrop: One of the easiest ''Mario'' games out there, thanks to copious power-ups and extra lives, the game-breaking Bunny Ears allowing the player to fly over most hazards, the ability to exit a previously-beaten level at any time (and keep anything you acquired), the non-linear structure leaving the game without any real difficulty curve, and bottomless pits being less common than in most other games in the series.

Sunshine:
* SequelDifficultySpike: Many fans consider this to be not only a harder game than ''64'', but also the hardest main-series ''Mario'' game after the NES era. Reasons for this include an even greater emphasis on precision platforming than in its prequel, the game being a lot more stingy with extra lives than most other ''Mario'' games, the controls for the FLUDD sometimes being a little finicky, and the boss battles generally tending to be very fast-paced and requiring good reflexes to avoid picking up damage. Note however that this is only when discussing the core gameplay; if you're going for OneHundredPercentCompletion then other games in the series are more difficult in that regard, particularly ''[[VideoGame/SuperMarioGalaxy2 Galaxy 2]]'' (the hidden levels in which can be absolutely brutal at times) and ''[[VideoGame/SuperMarioOdyssey Odyssey]]'' (which has such a huge amount of content that clearing it all is very time-consuming).

Galaxy 1:
* SequelDifficultyDrop: This game is easier and more accessible than ''VideoGame/SuperMarioSunshine'', the console game preceding this.

Galaxy 2:
* SequelDifficultySpike: A lot of the concepts intended for the late game in ''VideoGame/SuperMarioGalaxy'' [[SavedForTheSequel ended up here instead]], with the effect of an overall bump in challenge compared to the first game.

New Mario Bros 2:
* SequelDifficultyDrop: Considerably easier than its Wii predecessor, thanks to a more simplistic level design, shorter length, abundance of lives and overpowered power-ups for Mario to collect.

New Mario Bros U:
* SequelDifficultySpike: People expecting the game to be as easy as [[VideoGame/NewSuperMarioBrosWii its predecessor]] are in for a rude awakening; the game is ''much'' less forgiving after the first world, and it only gets harder from there. Granted, you can still hoard lives and [[GameBreaker P-Acorns]] to combat this, but doing the platforming and puzzles the way they were intended will test your skills and patience, especially some of the Star Coin placements.

New Luigi U:
* SequelDifficultySpike: ''New Super Luigi U'' is to ''New Super Mario Bros. U'' what ''Lost Levels'' is to ''Super Mario Bros.'': that is to say, very difficult.
Is there an issue? Send a MessageReason:
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* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros.'', in contrast to the Japanese ''Super Mario Bros. 2'' which is far harder than both. This also applies for later versions: ''All-Stars'' is a lot easier compared to the original version as you have infinite continues and can save, and ''Advance'' is even easier due to the numerous floating hearts, random large enemies that drop hearts when you throw them, and you can now save per level rather than starting from the beginning of a world. The levels themselves aren't any easier, though.

to:

* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros.'', in contrast to the Japanese ''Super Mario Bros. 2'' which is far harder than both. This also applies for later versions: ''All-Stars'' is a lot easier compared to the original version as you have infinite continues and can save, and ''Advance'' is even easier due to the numerous floating hearts, random large enemies that drop hearts when you throw them, and you can now save per level rather than starting from the beginning of a world. The levels themselves aren't any easier, though.though.

Mario World:
* SequelDifficultyDrop: The game is considerably easier than its predecessors, for several reasons:
## The ability to re-enter levels makes the supply of power-ups and extra lives unlimited. Furthermore, a previously-beaten level can be exited at any time, and the player is allowed to keep any powerups or lives they got.
## Both Yoshi and the cape are game-breakingly powerful compared to items in prior games.
## Spin-jumping allows Mario to safely bounce on many hazards, and can be performed at any time.
## The ability to store a reserve powerup means that the player is rarely stuck anywhere without a powerup.
## The Switch Palaces, when completed, neuter many of the hazards throughout the levels, turning the game into a de facto "easy mode". Furthermore, every single yellow and green Switch Palace block contains a mushroom and cape feather, respectively.
## Lastly, it's the first ''Mario'' game that allows the player to save their progress, making lives almost meaningless.
Is there an issue? Send a MessageReason:
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* SequelDifficultySpike: ''The Lost Levels'' is regarded as the hardest ''Mario'' game in the franchise, and is often a contender for one of the hardest games ''of all time''. This is attributed to the game being under the impression that you've played and mastered the first ''Mario'' game. As such, ''The Lost Levels'' features more enemies to deal with at once, introduces new obstacles such as the poison mushrooms, and has overall more deceptive level designs that either require ''extremely'' precise jumps or just flat-out border on trial and error.

to:

* SequelDifficultySpike: ''The Lost Levels'' is regarded as the hardest ''Mario'' game in the franchise, and is often a contender for one of the hardest games ''of all time''. This is attributed to the game being under the impression that you've played and mastered the first ''Mario'' game. As such, ''The Lost Levels'' features more enemies to deal with at once, introduces new obstacles such as the poison mushrooms, and has overall more deceptive level designs that either require ''extremely'' precise jumps or just flat-out border on trial and error.error.

Mario 2:
* SequelDifficultyDrop: The game is less difficult than the first ''Super Mario Bros.'', in contrast to the Japanese ''Super Mario Bros. 2'' which is far harder than both. This also applies for later versions: ''All-Stars'' is a lot easier compared to the original version as you have infinite continues and can save, and ''Advance'' is even easier due to the numerous floating hearts, random large enemies that drop hearts when you throw them, and you can now save per level rather than starting from the beginning of a world. The levels themselves aren't any easier, though.
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** ''VideoGame/SuperMario3DLand'' is an easier and more straight-forward game than ''VideoGame/SuperMarioGalaxy2'' before it. While ''3D Land's'' bonus worlds do kick things up a considerable notch, it doesn't quite reach the heights of ''Galaxy 2's'' hardest missions.

to:

** ''VideoGame/SuperMario3DLand'' is an easier and more straight-forward game than ''VideoGame/SuperMarioGalaxy2'' before it. While ''3D Land's'' bonus worlds do kick things up a considerable notch, it doesn't quite reach the heights of ''Galaxy 2's'' hardest missions.missions.

Lost Levels:
* SequelDifficultyDrop:
** The ''[[VideoGame/SuperMarioAllStars All-Stars]]'' version makes slight adjustments to make this game much easier and bearable than its 8-bit counterpart. The game was included with a save feature, and the ability to continue from any stage you want, instead of at the beginning of every world to compensate for the insane difficulty. You also do not have to beat the game eight times to access Worlds A through D, you only need to beat it once. The levels themselves are still nearly as nasty as they've ever been, though, with the main differences here being the removal of some (though not all) invisible blocks that frequently caused unintentional player deaths, plus some added power-ups.
** As with the [[VideoGame/SuperMarioBros1 first game]], the ''All-Stars'' version adds an audio cue in the maze castles to indicate if you've taken the correct path.
* SequelDifficultySpike: ''The Lost Levels'' is regarded as the hardest ''Mario'' game in the franchise, and is often a contender for one of the hardest games ''of all time''. This is attributed to the game being under the impression that you've played and mastered the first ''Mario'' game. As such, ''The Lost Levels'' features more enemies to deal with at once, introduces new obstacles such as the poison mushrooms, and has overall more deceptive level designs that either require ''extremely'' precise jumps or just flat-out border on trial and error.
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to:

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Note the general Spike & Drop pages first, then the specific game YMMV pages. Get all these down for reference before you start doing any rewrites.

SequelDifficultySpike:
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioBrosTheLostLevels'' is this to the [[VideoGame/SuperMarioBros1 first game]]. The first game isn't necessarily easy, but ''Lost Levels'' was meant for players who mastered the original game, and it shows in many ways: A PoisonMushroom that damages Mario and Luigi (potentially killing them if they're in their small forms), wind currents that make jump timing more difficult, Hammer Bros that can actively walk towards the player, red Piranha Plants that pop out of the pipes even if the player is standing over them, regressive Warp Zones, and an overall devious level design. Also, to unlock the first secret world, it's necessary to clear all regular levels (which means no warping), and for the other secret worlds it's necessary to beat the game ''eight times'' (though warping '''is''' allowed in this case). Note that the SNES ''All-Stars'' version of ''Lost Levels'' lets you save after every level; whereas in the original version for the Famicom Disk System, you can only continue from the start of each world; the remake also gives access to the lettered bonus worlds after the first completion.
** ''VideoGame/SuperMarioSunshine'': Many fans consider this game to be a harder game than ''VideoGame/SuperMario64'', or even the hardest post-NES ''Mario'' platformer. Reasons for this include a big emphasis on precision platforming, the game being a lot more stingy with extra lives than most other ''Mario'' games, the controls for the FLUDD sometimes being rather finicky, and the boss battles generally tending to require good precise moves to avoid damage. It's also more difficult to achieve HundredPercentCompletion than its predecessor, due to many Blue Coins being well-hidden and requiring extensive exploration and observation.
** ''VideoGame/NewSuperMarioBrosWii'' was made to be harder than ''VideoGame/NewSuperMarioBros1'', particularly in the latter worlds, reaching a zenith with the post-finale bonus levels. This is the reason why the Super Guide was implemented.
** ''VideoGame/SuperMarioGalaxy2'' is harder than the original ''VideoGame/SuperMarioGalaxy''. The levels and bosses are more plentiful, the comet missions are more difficult, and to reach HundredPercentCompletion it won't be enough to get all 120 stars but also [[spoiler:the more devious 120 green stars]], as well as complete a BrutalBonusLevel at the very end.
** ''VideoGame/NewSuperMarioBrosU'' is hard the whole way through, to the point where there's really no WarmUpBoss. If you found Acorn Plains easy, you'd be surprised that Lemmy is nearly as complex as he was when he was fought later in the game for the past two games. The levels become challenging pretty soon after, and the bosses, while still being far easier than the levels, have also taken a step up in difficulty. Iggy and Roy [[ThatOneBoss stand out.]]
** ''VideoGame/NewSuperLuigiU'' kicks things up a notch as well. For starters, each level only has 100 seconds on the clock. To compensate this, one of the playable characters (Nabbit) is indestructible.
** ''VideoGame/SuperMarioWorld2YoshisIsland'', itself being more difficult to beat ''and'' complete than ''VideoGame/SuperMarioWorld'' (as it doesn't have a warp zone of any kind and the levels are much more maze-like), has a sequel for Nintendo DS that ramps up the difficulty considerably, more so in the last two worlds.

SequelDifficultyDrop:
* The ''Franchise/SuperMarioBros'' games do this a lot.
** ''VideoGame/SuperMarioBrosTheLostLevels'' is [[SequelDifficultySpike significantly more challenging]] than the [[VideoGame/SuperMarioBros1 first game]]. Afterwards, ''VideoGame/SuperMarioBros3'' brought the difficulty down (though it is still harder than the first game as well as ''VideoGame/SuperMarioBros2'').
** ''VideoGame/SuperMarioWorld'' is significantly easier than ''VideoGame/SuperMarioBros3'', by virtue of having more powerful power-ups (Yoshi and the cape) and the ability to save.
** Some of the levels in ''VideoGame/YoshisStory'' are fairly difficult, but in order to finish the game, you have to beat only one from each world, for a total of six. This is contrasted with the 48 levels that have to be finished in ''VideoGame/SuperMarioWorld2YoshisIsland''.
** After ''VideoGame/NewSuperMarioBrosWii'' shot up the difficulty from the [[VideoGame/NewSuperMarioBros1 original game]], ''VideoGame/NewSuperMarioBros2'' took it back down to about what it had been the first time.
** ''VideoGame/SuperMario3DLand'' is an easier and more straight-forward game than ''VideoGame/SuperMarioGalaxy2'' before it. While ''3D Land's'' bonus worlds do kick things up a considerable notch, it doesn't quite reach the heights of ''Galaxy 2's'' hardest missions.

Added: 4

Changed: 31

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[[redirect:Sandbox/StardustSoldierIII]]

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[[redirect:Sandbox/StardustSoldierIII]]Sandbox/StardustSoldier | Sandbox/StardustSoldierIII

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Sandbox/StardustSoldier | Sandbox/StardustSoldierIII

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Sandbox/StardustSoldier | Sandbox/StardustSoldierIII

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[[redirect:Sandbox/StardustSoldierIII]]
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----

Tropes that would apply to ''An Ember in the Wind'':
* AmazingTechnicolorWildlife
* GiantFlyer
* NobleBirdOfPrey
* NobleWolf
* TalkingAnimal

----

* CreatorBacklash:
** "Top 10 Overrated Games". Jon probably couldn't handle the bad press, as he's taken it off his site (the link once directing to it now leads to a sad song on Website/YouTube), and the episode description reads something like, "This is [[OldShame an episode I made that I hate]]. It's now in its rightful place--Hell!"
** In his Q&A video, he agrees that he and the WebVideo/GameGrumps [[DidNotThinkThisThrough didn't think through]] his departure from the series very well, which resulted with the ''slew'' of EpilepticTrees regarding his friendship with Arin.

* OldShame:
** He has removed his "Top 10 Most Overrated Video Games" list because his opinions on many of the games in question have changed.
** This trope was implied in how Jon (back during his Game Grumps days) admitted he was very uncomfortable with the word "fuck", yet before and since then he included the word in his [=JonTron=] scripts as if it was a vital tool for his comedy. His feelings on the word may have changed, however, since he used it a lot in his much-later-made Bootleg Pokemon Games episode.
** Jon apparently had a brief foray into flash animation with [[http://www.newgrounds.com/portal/view/334879 this video]]. Given the date of publication Jon could not have been more than sixteen years old at the time of production, but it's interesting to see how he went from a teenager with an odd onion fixation to an adult video-game critic, even moreso because Jon has never mentioned these videos except very, very briefly in one episode of ''WebVideo/GameGrumps''.[[note]]This is most likely due to an unfortunate connection that was found to Jon's personal life through the shorts.[[/note]]
** "Top 10 Mario Party Minigames", which Jon bashes in an episode of Game Grumps. He realized it was incredibly stupid of him to make a Top 10 List where the vast majority of mini-games are from Mario Party 2.
** On his early days of his channel, there were a lot of [[MissingEpisode episodes that he put as private]]. The most infamous one being the ''Apples and Breaks'' video. Fans started to scout this one out, discovering they could grab snippets of the video despite its private status using the thumbnail generator function of [=YouTube=], and one fan asked Jon at a panel if he would re-release it one day. It got to the point the Game Grumps Subreddit banded together in a bid to get the video back online. And it turns out somebody mirrored it, who then posted it.
** Jon has deleted a lot of his early reviews (such as the entire Sonic Team saga) that didn't fit with his usual format.

----

(for the Star Wars Rebels page; unfinished rewrite)
* DwindlingParty: A rare villainous example. The first season introduces [[EvilDuo Aresko and Grint]], [[BadassNormal Agent Kallus]], [[AntiVillain Minister Maketh Tua]], [[ButtMonkey Baron Valen Rudor]], [[RecurringExtra Kassius Konstantine and Lieutenant Lyste]], and [[TheHeavy the Grand Inquisitor]]. By the beginning of Season 2, Rudor isn't seen any more, while [[spoiler:Kallus and Konstantine are the only others left alive and loyal (not counting Vader and Tarkin)]]. The Fifth Brother, Seventh Sister, Eighth Brother, and Admiral Titus are introduced, [[spoiler:with all the Inquisitors being killed in the season finale]] and Titus returning in Season 3 with a demotion. Season 3 introduces [...]

to:

----

Tropes that would apply to ''An Ember in the Wind'':
* AmazingTechnicolorWildlife
* GiantFlyer
* NobleBirdOfPrey
* NobleWolf
* TalkingAnimal

----

* CreatorBacklash:
** "Top 10 Overrated Games". Jon probably couldn't handle the bad press, as he's taken it off his site (the link once directing to it now leads to a sad song on Website/YouTube), and the episode description reads something like, "This is [[OldShame an episode I made that I hate]]. It's now in its rightful place--Hell!"
** In his Q&A video, he agrees that he and the WebVideo/GameGrumps [[DidNotThinkThisThrough didn't think through]] his departure from the series very well, which resulted with the ''slew'' of EpilepticTrees regarding his friendship with Arin.

* OldShame:
** He has removed his "Top 10 Most Overrated Video Games" list because his opinions on many of the games in question have changed.
** This trope was implied in how Jon (back during his Game Grumps days) admitted he was very uncomfortable with the word "fuck", yet before and since then he included the word in his [=JonTron=] scripts as if it was a vital tool for his comedy. His feelings on the word may have changed, however, since he used it a lot in his much-later-made Bootleg Pokemon Games episode.
** Jon apparently had a brief foray into flash animation with [[http://www.newgrounds.com/portal/view/334879 this video]]. Given the date of publication Jon could not have been more than sixteen years old at the time of production, but it's interesting to see how he went from a teenager with an odd onion fixation to an adult video-game critic, even moreso because Jon has never mentioned these videos except very, very briefly in one episode of ''WebVideo/GameGrumps''.[[note]]This is most likely due to an unfortunate connection that was found to Jon's personal life through the shorts.[[/note]]
** "Top 10 Mario Party Minigames", which Jon bashes in an episode of Game Grumps. He realized it was incredibly stupid of him to make a Top 10 List where the vast majority of mini-games are from Mario Party 2.
** On his early days of his channel, there were a lot of [[MissingEpisode episodes that he put as private]]. The most infamous one being the ''Apples and Breaks'' video. Fans started to scout this one out, discovering they could grab snippets of the video despite its private status using the thumbnail generator function of [=YouTube=], and one fan asked Jon at a panel if he would re-release it one day. It got to the point the Game Grumps Subreddit banded together in a bid to get the video back online. And it turns out somebody mirrored it, who then posted it.
** Jon has deleted a lot of his early reviews (such as the entire Sonic Team saga) that didn't fit with his usual format.

----

(for the Star Wars Rebels page; unfinished rewrite)
* DwindlingParty: A rare villainous example. The first season introduces [[EvilDuo Aresko and Grint]], [[BadassNormal Agent Kallus]], [[AntiVillain Minister Maketh Tua]], [[ButtMonkey Baron Valen Rudor]], [[RecurringExtra Kassius Konstantine and Lieutenant Lyste]], and [[TheHeavy the Grand Inquisitor]]. By the beginning of Season 2, Rudor isn't seen any more, while [[spoiler:Kallus and Konstantine are the only others left alive and loyal (not counting Vader and Tarkin)]]. The Fifth Brother, Seventh Sister, Eighth Brother, and Admiral Titus are introduced, [[spoiler:with all the Inquisitors being killed in the season finale]] and Titus returning in Season 3 with a demotion. Season 3 introduces [...]
----
Is there an issue? Send a MessageReason:
None


Sandbox/StardustSoldier

to:

Sandbox/StardustSoldier
Sandbox/StardustSoldier | Sandbox/StardustSoldierIII
Is there an issue? Send a MessageReason:
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** Jon has deleted a lot of his early reviews (such as the entire Sonic Team saga) that didn't fit with his usual format.

to:

** Jon has deleted a lot of his early reviews (such as the entire Sonic Team saga) that didn't fit with his usual format.format.

----

(for the Star Wars Rebels page; unfinished rewrite)
* DwindlingParty: A rare villainous example. The first season introduces [[EvilDuo Aresko and Grint]], [[BadassNormal Agent Kallus]], [[AntiVillain Minister Maketh Tua]], [[ButtMonkey Baron Valen Rudor]], [[RecurringExtra Kassius Konstantine and Lieutenant Lyste]], and [[TheHeavy the Grand Inquisitor]]. By the beginning of Season 2, Rudor isn't seen any more, while [[spoiler:Kallus and Konstantine are the only others left alive and loyal (not counting Vader and Tarkin)]]. The Fifth Brother, Seventh Sister, Eighth Brother, and Admiral Titus are introduced, [[spoiler:with all the Inquisitors being killed in the season finale]] and Titus returning in Season 3 with a demotion. Season 3 introduces [...]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NobleWolf
Is there an issue? Send a MessageReason:
None


* TalkingAnimal

to:

* TalkingAnimalTalkingAnimal

----

* CreatorBacklash:
** "Top 10 Overrated Games". Jon probably couldn't handle the bad press, as he's taken it off his site (the link once directing to it now leads to a sad song on Website/YouTube), and the episode description reads something like, "This is [[OldShame an episode I made that I hate]]. It's now in its rightful place--Hell!"
** In his Q&A video, he agrees that he and the WebVideo/GameGrumps [[DidNotThinkThisThrough didn't think through]] his departure from the series very well, which resulted with the ''slew'' of EpilepticTrees regarding his friendship with Arin.

* OldShame:
** He has removed his "Top 10 Most Overrated Video Games" list because his opinions on many of the games in question have changed.
** This trope was implied in how Jon (back during his Game Grumps days) admitted he was very uncomfortable with the word "fuck", yet before and since then he included the word in his [=JonTron=] scripts as if it was a vital tool for his comedy. His feelings on the word may have changed, however, since he used it a lot in his much-later-made Bootleg Pokemon Games episode.
** Jon apparently had a brief foray into flash animation with [[http://www.newgrounds.com/portal/view/334879 this video]]. Given the date of publication Jon could not have been more than sixteen years old at the time of production, but it's interesting to see how he went from a teenager with an odd onion fixation to an adult video-game critic, even moreso because Jon has never mentioned these videos except very, very briefly in one episode of ''WebVideo/GameGrumps''.[[note]]This is most likely due to an unfortunate connection that was found to Jon's personal life through the shorts.[[/note]]
** "Top 10 Mario Party Minigames", which Jon bashes in an episode of Game Grumps. He realized it was incredibly stupid of him to make a Top 10 List where the vast majority of mini-games are from Mario Party 2.
** On his early days of his channel, there were a lot of [[MissingEpisode episodes that he put as private]]. The most infamous one being the ''Apples and Breaks'' video. Fans started to scout this one out, discovering they could grab snippets of the video despite its private status using the thumbnail generator function of [=YouTube=], and one fan asked Jon at a panel if he would re-release it one day. It got to the point the Game Grumps Subreddit banded together in a bid to get the video back online. And it turns out somebody mirrored it, who then posted it.
** Jon has deleted a lot of his early reviews (such as the entire Sonic Team saga) that didn't fit with his usual format.
Is there an issue? Send a MessageReason:
None


[...]

to:

[...]Tropes that would apply to ''An Ember in the Wind'':
* AmazingTechnicolorWildlife
* GiantFlyer
* NobleBirdOfPrey
* TalkingAnimal
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Sandbox/StardustSoldier

----

Changed: 225

Removed: 760

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None


* FireForgedFriends: With the other dinosaurs, especially Littlefoot. She spends most of the first film being [[FantasticRacism prejudiced against them]], and shows a prickly and abrasive side in general. After they save her [...]
(or)
* FireForgedFriends: With the other dinosaurs. She spends most of the first film being [[FantasticRacism prejudiced against them]], shows a prickly and abrasive side in general, and is especially antagonistic towards Littefoot. After they save her [...]

New rewrite:
* FireForgedFriends: The group as a whole was already this, but it especially goes for Cera. She spends most of the first film not liking other dinosaur species and shows a prickly and abrasive side in general, especially with Littlefoot. After the rest of them save her from the domeheads, however, she is able to shed off her prejudice, later helps the rest of the gang fight off Sharptooth, and by the end of the film she is firmly established with the rest of them as close-knit friends.

to:

* FireForgedFriends: With the other dinosaurs, especially Littlefoot. She spends most of the first film being [[FantasticRacism prejudiced against them]], and shows a prickly and abrasive side in general. After they save her [...]
(or)
* FireForgedFriends: With the other dinosaurs. She spends most of the first film being [[FantasticRacism prejudiced against them]], shows a prickly and abrasive side in general, and is especially antagonistic towards Littefoot. After they save her [...]

New rewrite:
* FireForgedFriends: The group as a whole was already this, but it especially goes for Cera. She spends most of the first film not liking other dinosaur species and shows a prickly and abrasive side in general, especially with Littlefoot. After the rest of them save her from the domeheads, however, she is able to shed off her prejudice, later helps the rest of the gang fight off Sharptooth, and by the end of the film she is firmly established with the rest of them as close-knit friends.
]
Is there an issue? Send a MessageReason:
None


* FireForgedFriends: The group as a whole was already this, but it especially goes for Cera. She spends most of the first film not liking other species of dinosaurs and shows a prickly and abrasive side in general, especially with Littlefoot. After the rest of them save her from the domeheads, however, she is able to shed off her prejudice, later helps the rest of the gang fight off Sharptooth, and by the end of the film she is firmly established with the rest of them as close-knit friends.

to:

* FireForgedFriends: The group as a whole was already this, but it especially goes for Cera. She spends most of the first film not liking other dinosaur species of dinosaurs and shows a prickly and abrasive side in general, especially with Littlefoot. After the rest of them save her from the domeheads, however, she is able to shed off her prejudice, later helps the rest of the gang fight off Sharptooth, and by the end of the film she is firmly established with the rest of them as close-knit friends.

Changed: 511

Removed: 134

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----

I may also add InferioritySuperiorityComplex to Cera's page. Move FireForgedFriends from the general page to Cera's page specifically.

to:

----

I may also add InferioritySuperiorityComplex to Cera's page. Move FireForgedFriends
New rewrite:
* FireForgedFriends: The group as a whole was already this, but it especially goes for Cera. She spends most of the first film not liking other species of dinosaurs and shows a prickly and abrasive side in general, especially with Littlefoot. After the rest of them save her
from the general page domeheads, however, she is able to Cera's page specifically.shed off her prejudice, later helps the rest of the gang fight off Sharptooth, and by the end of the film she is firmly established with the rest of them as close-knit friends.
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[[AC: Scythe]]
* After Citra is falsely charged of murdering Scythe Faraday, she is taken to see Xenocrates and Mandela, [[KangarooCourt who pile on the accusations and try and coerce her into signing a confession]]. However, she manages to escape from them by jumping off the building and rendering herself deadish. This allows for a loophole where the Thunderhead is able to converse with Citra. Although the Thunderhead is still bound by its own laws and is limited in what it can tell Citra, it does take the time to tell her how influential she'll grow to be:
-->'''Thunderhead''': Nevertheless, I've been running algorithms on the possible future of the Scythedom, and found something very curious. In a large percentage of possible futures, you play a pivotal role.\\
'''Citra''': Me? But they're going to glean me. I have less than four months to live....\\
'''Thunderhead''': Yes. But even if that future comes to pass, your gleaning will be a crucial event in the future of the Scythedom. However, for your sake, I hope that a different, more pleasant future comes about.\\
'''Citra''': Please tell me that you're going to help me get to that different, more pleasant future.\\
'''Thunderhead''': I cannot. That would be interfering with scythe matters. My purpose here is to make you aware. What you choose to do with that awareness is entirely up to you.
* Faraday self-gleaning himself as a means to free Rowan and Citra from their apprenticeship, after it was decreed that one must eventually glean the other. Even if it didn't achieve the desired result, it was still compassionate of Faraday to go to such lengths to try and get his apprentices off the hook. It becomes more heartwarming later on when Citra discovers that Faraday is in fact still alive, and even moreso still when Citra finds a loophole at the end to spare Rowan.

[[AC: Thunderhead]]
* The reunion between Rowan and Citra early on in the book is touching. Despite having since gone their separate ways and not seeing each other for many months, and despite their differing ideologies, it is shown that the two of them still deeply care for each other. In particular, Citra tells Rowan about the time the Thunderhead spoke to her and informed that she was "important." She follows it up by saying that she thinks, had he been in her position, the Thunderhead would have spoken to him as well. She tells Rowan that she's convinced he's important too, and urges him not to let himself get caught by the Scythedom.
* Much later on, at one point when Rowan is deadish, the Thunderhead does indeed contact him. By this point, both Rowan's father and his friend from high school have been murdered, he is imprisoned and helpless in Goddard's clutches, and is probably at the absolute lowest point of his entire life. Yet the Thunderhead encourages Rowan and tells him not to lose hope, letting him know that there is still a chance he will go on to have a profound impact on the world:
-->'''Rowan''': Really. How much of a chance?\\
'''Thunderhead''': Thirty-nine percent.\\
'''Rowan''': What about the other 61 percent?\\
'''Thunderhead''': My algorithms show that you have a 61 percent chance of permanently dying in the near future, without having any effect of note.\\
'''Rowan''': I don't feel comforted.\\
'''Thunderhead''': You should. A 39 percent chance of changing the world is exponentially greater than most people can ever hope to have.

----
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* [Faraday self-gleaning himself as a means to free Rowan and Citra from their apprenticeship (after it was decreed that one must eventually glean the other), even if it didn't achieve the desired result. Becomes more heartwarming later on when Citra discovers that Faraday is still alive. Possibly note it becomes more heartwarming still when Citra finds a loophole at the end to spare Rowan.]

to:

* [Faraday Faraday self-gleaning himself as a means to free Rowan and Citra from their apprenticeship (after apprenticeship, after it was decreed that one must eventually glean the other), even other. Even if it didn't achieve the desired result. Becomes result, it was still compassionate of Faraday to go to such lengths to try and get his apprentices off the hook. It becomes more heartwarming later on when Citra discovers that Faraday is in fact still alive. Possibly note it becomes more heartwarming alive, and even moreso still when Citra finds a loophole at the end to spare Rowan.]
Rowan.
Is there an issue? Send a MessageReason:
None


* The reunion between Rowan and Citra early on in the book is touching. Despite having since gone their separate ways and not seeing each other for many months, and despite their differing ideologies, it is shown that the two of them still deeply care for each other. In particular, Citra tells Rowan about the time the Thunderhead spoke to her and informed that she was "important". She follows it up by saying that she thinks, had he been in her position, the Thunderhead would have spoken to him as well. She tells Rowan that she's convinced he's important too, and urges him not to let himself be caught by the Scythedom.

to:

* The reunion between Rowan and Citra early on in the book is touching. Despite having since gone their separate ways and not seeing each other for many months, and despite their differing ideologies, it is shown that the two of them still deeply care for each other. In particular, Citra tells Rowan about the time the Thunderhead spoke to her and informed that she was "important". "important." She follows it up by saying that she thinks, had he been in her position, the Thunderhead would have spoken to him as well. She tells Rowan that she's convinced he's important too, and urges him not to let himself be get caught by the Scythedom.
Is there an issue? Send a MessageReason:
None


* After Citra is (falsely) charged of murdering Scythe Faraday, she is taken to see Xenocrates and Mandela, [[KangarooCourt who pile on the accusations and try and coerce her into signing a confession]]. However, she manages to escape from them by jumping off the building and rendering herself deadish. This allows for a loophole where the Thunderhead is able to converse with Citra. Although the Thunderhead is still bound by its own laws and is limited in what it can tell Citra, it does take the time to tell her how influential she'll grow to be:

to:

* After Citra is (falsely) falsely charged of murdering Scythe Faraday, she is taken to see Xenocrates and Mandela, [[KangarooCourt who pile on the accusations and try and coerce her into signing a confession]]. However, she manages to escape from them by jumping off the building and rendering herself deadish. This allows for a loophole where the Thunderhead is able to converse with Citra. Although the Thunderhead is still bound by its own laws and is limited in what it can tell Citra, it does take the time to tell her how influential she'll grow to be:
Is there an issue? Send a MessageReason:
None


'''Thunderhead''': You should. A 39 percent chance of changing the world is exponentially greater than most people can ever hope to have.

to:

'''Thunderhead''': You should. A 39 percent chance of changing the world is exponentially greater than most people can ever hope to have.have.

----

* FireForgedFriends: With the other dinosaurs, especially Littlefoot. She spends most of the first film being [[FantasticRacism prejudiced against them]], and shows a prickly and abrasive side in general. After they save her [...]
(or)
* FireForgedFriends: With the other dinosaurs. She spends most of the first film being [[FantasticRacism prejudiced against them]], shows a prickly and abrasive side in general, and is especially antagonistic towards Littefoot. After they save her [...]

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I may also add InferioritySuperiorityComplex to Cera's page. Move FireForgedFriends from the general page to Cera's page specifically.
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[[AC: Scythe]]
* After Citra is (falsely) charged of murdering Scythe Faraday, she is taken to see Xenocrates and Mandela, [[KangarooCourt who pile on the accusations and try and coerce her into signing a confession]]. However, she manages to escape from them by jumping off the building and rendering herself deadish. This allows for a loophole where the Thunderhead is able to converse with Citra. Although the Thunderhead is still bound by its own laws and is limited in what it can tell Citra, it does take the time to tell her how influential she'll grow to be:
-->'''Thunderhead''': Nevertheless, I've been running algorithms on the possible future of the Scythedom, and found something very curious. In a large percentage of possible futures, you play a pivotal role.\\
'''Citra''': Me? But they're going to glean me. I have less than four months to live....\\
'''Thunderhead''': Yes. But even if that future comes to pass, your gleaning will be a crucial event in the future of the Scythedom. However, for your sake, I hope that a different, more pleasant future comes about.\\
'''Citra''': Please tell me that you're going to help me get to that different, more pleasant future.\\
'''Thunderhead''': I cannot. That would be interfering with scythe matters. My purpose here is to make you aware. What you choose to do with that awareness is entirely up to you.
* [Faraday self-gleaning himself as a means to free Rowan and Citra from their apprenticeship (after it was decreed that one must eventually glean the other), even if it didn't achieve the desired result. Becomes more heartwarming later on when Citra discovers that Faraday is still alive. Possibly note it becomes more heartwarming still when Citra finds a loophole at the end to spare Rowan.]

[[AC: Thunderhead]]
* The reunion between Rowan and Citra early on in the book is touching. Despite having since gone their separate ways and not seeing each other for many months, and despite their differing ideologies, it is shown that the two of them still deeply care for each other. In particular, Citra tells Rowan about the time the Thunderhead spoke to her and informed that she was "important". She follows it up by saying that she thinks, had he been in her position, the Thunderhead would have spoken to him as well. She tells Rowan that she's convinced he's important too, and urges him not to let himself be caught by the Scythedom.
* Much later on, at one point when Rowan is deadish, the Thunderhead does indeed contact him. By this point, both Rowan's father and his friend from high school have been murdered, he is imprisoned and helpless in Goddard's clutches, and is probably at the absolute lowest point of his entire life. Yet the Thunderhead encourages Rowan and tells him not to lose hope, letting him know that there is still a chance he will go on to have a profound impact on the world:
-->'''Rowan''': Really. How much of a chance?\\
'''Thunderhead''': Thirty-nine percent.\\
'''Rowan''': What about the other 61 percent?\\
'''Thunderhead''': My algorithms show that you have a 61 percent chance of permanently dying in the near future, without having any effect of note.\\
'''Rowan''': I don't feel comforted.\\
'''Thunderhead''': You should. A 39 percent chance of changing the world is exponentially greater than most people can ever hope to have.

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